-
Notifications
You must be signed in to change notification settings - Fork 1
Client development
In order to facilitate client development, pomelo provides client SDKs for some platforms, this document mainly introduce the JavaScript SDK for Web platform and libpomelo which is written in C language and can be used in many platforms.
Actually, if the client uses the same wire-protocol as the server, then they can communicate with each other. Pomelo provides two builtin connector sioconnector and hybridconnector, they use different wire-protocols, sioconnector is based on socket.io, while hybridconnector can handle connection for tcp and websocket. If developers customize their own wire-protocol and connector, then they should implement a corresponding client too.
Websocket is already supported for HTML5, so if a browser supports websocket, then it can directly connect to server via hybridconnector. But for an older browser which does not support websocket, socket.io based communication is a better choice. Therefore, there are two SDK provided for Web client: one for browsers which support websocket and another for browsers which do not support websocket, these two SDK are [pomelo-jsclient-socket.io] (https://github.com/pomelonode/pomelo-jsclient-socket.io) for socket.io and [pomelo-jsclient-websocket](https://github.com/pomelonode/pomelo-jsclient- websocket) for websocket.
For socket.io-based client SDK, it depends on [socket.io-client] (https://github.com/learnboost/socket.io-client/), As there are some bugs when managing this dependency by [component] (https://github.com/component/component/), so it is required to use js file directly, the js file is [socket.io-client.js](https://github.com/LearnBoost/socket.io-client/ blob/master/socket.io-client.js).
The js file for pomelo-jsclient-socket.io is pomelo-client.js. It is required to reference these 2 js file before pomelo is able to work.
For websocket client SDK, it uses the [component] (https://github.com/component/component/) to manage its dependencies, so it is only required to configure a component.json file, in which configuring the dependencies, and then execute:
$ component install
$ component build
component will automatically find all the configured dependencies and package them into a single js file. Developers only need to reference the compiled build.js, and then pomelo is able to work. Here is an example [chatofpomelo-websocket] (https://github.com/NetEase/chatofpomelo-websocket/tree/master/web-server/public/js/lib), in which it uses component to manage the js dependencies at front end.
#### Javascript APIPomelo provides the unified API for both socket.io and websocket, the following is a brief introduction about the API.
- pomelo.init(params, cb)
This is often the first call at client side, the server address and port should be indicated in params, and cb will be called back after successfully connecting;
- pomelo.request(route, msg, cb)
It is called if client wants to send a request, route indicates service location formatted "..", and msg is content of the request, cb will be called back after receiving a response;
- pomelo.notify(route, msg)
It is called if client wants to send a notify, it does not need a response from server side, so it has no cb parameter, the other parameters have the same meaning as pomelo.request;
- pomelo.on(route, cb)
This is a method inheriting from EventEmmiter, it is used to install handler to respond the pushing message pushed by server-side. route is be user-defined formatted "onXXX", cb is the handler;
- pomelo.disconnect()
It would be called when client wants to break the connection.
libpomelo is client SDK for pomelo written in C language that supports higher version than 0.3 of pomelo.
- [libuv] (https://github.com/joyent/libuv), a cross-platform library that can be used for network I/O and thread managing.
- [jansson] (https://github.com/akheron/jansson), a json parsing library written in C language.
// create a client instance.
pc_client_t *client = pc_client_new();
// Add some event callback.
pc_add_listener(client, "onHey", on_hey);
pc_add_listener(client, PC_EVENT_DISCONNECT, on_close);
// disconnect event callback.
void on_close(pc_client_t *client, const char *event, void *data) {
printf ("client closed: %d. \n", client->state);
}
struct sockaddr_in address;
memset(&address, 0, sizeof (struct sockaddr_in));
address.sin_family = AF_INET;
address.sin_port = htons(port);
address.sin_addr.s_addr = inet_addr(ip);
// try to connect to server.
if(pc_client_connect(client, &address)) {
printf ("Fail to connect server. \n");
pc_client_destroy (client);
return 1;
}
// notified callback
void on_notified (pc_notify_t * req, int status) {
if (status == -1) {
printf ("Fail to send notify to server. \ n");
} else {
printf ("Notify finished. \ n");
}
// release resources
json_t *msg = req-> msg;
json_decref (msg);
pc_notify_destroy (req);
}
// send a notify
void do_notify(pc_client_t * client) {
// compose notify.
const char *route = "connector.helloHandler.hello";
json_t *msg = json_object();
json_t *json_str = json_string ("hello");
json_object_set (msg, "msg", json_str);
// decref json string
json_decref(json_str);
pc_notify_t *notify = pc_notify_new();
pc_notify(client, notify, route, msg, on_notified);
}
// request callback
void on_request_cb (pc_request_t * req, int status, json_t * resp) {
if(status == -1) {
printf ("Fail to send request to server. \n");
} else if(status == 0) {
char *json_str = json_dumps(resp, 0);
if (json_str != NULL) {
printf("server response:% s \n", json_str);
free(json_str);
}
}
// release relative resource with pc_request_t
json_t * msg = req-> msg;
pc_client_t * client = req-> client;
json_decref (msg);
pc_request_destroy (req);
// stop client
pc_client_stop (client);
}
// send a request
void do_request(pc_client_t * client) {
// compose request
const char *route = "connector.helloHandler.hi";
json_t *msg = json_object();
json_t *str = json_string("hi ~");
json_object_set(msg, "msg", str);
// decref for json object
json_decref(str);
pc_request_t *request = pc_request_new();
pc_request(client, request, route, msg, on_request_cb);
}
- Creating an instance of pomelo client:
pc_client_t *pc_client_new();
- Stopping client's connection:
The function is suitable to be called in child thread of libuv, and then main thread would wait for child thread's exit by calling pc_client_join.
void pc_client_stop(pc_client_t *client);
- Destroying client's connection:
void pc_client_destroy(pc_client_t *client);
- Waiting for child thread's exit for main thread:
int pc_client_join(pc_client_t *client);
- Creating an request instance:
pc_request_t *pc_request_new();
- Destroying an request instance:
void pc_request_destroy(pc_request_t *req);
- Connecting to server, it would create child thread to handle network I/O:
int pc_client_connect(pc_client_t *client, struct sockaddr_in *addr);
- Destroying an instance of type pc_connect_t:
void pc_connect_req_destroy(pc_connect_t *conn_req);
- Sending a request:
int pc_request(pc_client_t *client, pc_request_t *req, const char *route,
json_t *msg, pc_request_cb cb);
- Creating a notify instance:
pc_notify_t *pc_notify_new();
- Destroying a notify instance:
void pc_notify_destroy(pc_notify_t *req);
- Sending a notify:
int pc_notify(pc_client_t *client, pc_notify_t *req, const char *route,
json_t *msg, pc_notify_cb cb);
- Adding an event listener:
int pc_add_listener(pc_client_t *client, const char *event, pc_event_cb event_cb);
- Removing an event listener:
void pc_remove_listener(pc_client_t *client, const char *event, pc_event_cb event_cb);
- Emitting an event:
void pc_emit_event(pc_client_t *client, const char *event, void *data);
gyp is required.
./pomelo_gyp
xcodebuild -project pomelo.xcodeproj
./pomelo_gyp -DTO=ios
./build_ios
./pomelo_gyp -DTO=ios
./build_iossim
./pomelo_gyp
make
First, change current directory to libpomelo project directory, and then start the [git bash](https://help.github.com/articles/set-up-git # platform-windows), execute the following commands:
mkdir -p build
git clone https://github.com/martine/gyp.git build/gyp
Then, run cmd and change current directory to libpomelo directory, then execute the following commands to generate .sln file which can be used by Visual Studio.
build\gyp\gyp.bat -depth=. pomelo.gyp -Dlibrary=static_library -DTO=pc
If your development platform is windows, there are several prerequisites:
- Install Cygwin with make (select make package from the list during the install).
- eclipse with android adt, the lastest android sdk includes a fully configured eclipse.
Building steps:
I. Create a new android project, for example test project is shown as follows:
II. Create a new directory named jni and place it in root directory of the test project, and new an file Android.mk in this jni directory. Write the following to Android.mk:
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := game_shared
LOCAL_MODULE_FILENAME := libgame
LOCAL_WHOLE_STATIC_LIBRARIES := pomelo_static
include $(BUILD_SHARED_LIBRARY)
LOCAL_CFLAGS := -D__ANDROID__
$(call import-module, libpomelo)
III. Create a new directory named pomelo in root directory of the project, and then pull the latest libpomelo code from github as follows:
![enter image description here](http://ww2.sinaimg.cn/large/6a98ae6cgw1e3ymh7vavqj208h0gtq3v.jpg)IV. Then open a terminal (cygwin for windows) and execute the following command in the root directory of the project to complete the compling:
ndk-build NDK_MODULE_PATH=<AbstractPathOfTheProject>/pomelo/
![enter image description here] (http://ww3.sinaimg.cn/large/6a98ae6cgw1e3ymfi9wk8j20lt0e9787.jpg)
V. If you want to develop applications with cocos2d-x, then just put libpomelo in directory /cocos2dx/platform/third_party/android/prebuilt and execute ./Build_native.sh.
You can refer to cocos2d-x android for more detail.